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  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • Is there a global "low resolution" filter for OpenGL?

    - by Ian Henry
    I'm trying to learn a little about OpenGL, so I'm making a simple 2D game (with OpenTK), and so far it's coming along well. I thought it would be fun to give it that, for lack of a better word, retropixelated look of games from the early nineties. I figured it would be an easy thing to do -- simply draw everything at half its normal size and scale up with no anti-aliasing. But I can't find any resources on how to do this. I can set the min/mag filters of my textures to nearest and that works fine for my sprites, but I'm using lots of primitives and I'd like the effect to apply to them as well. The one idea I had was to draw everything at half size, then somehow copy the render buffer to a texture, then render that texture full-size, but I don't know how to do that, and it seems like there must be a better way. Can anyone help me out?

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • Deserialize inherited classes into the same list in XNA

    - by M0rgenstern
    I am writing a Gui for a game (for what else ...). Therefor I wrote a class GuiElement which has some serializeable fields. From this class I deflect a Class "Button" which has one serializeable field more. Furthermore, I have a Class GuiWindow, which is as well deflected from "GuiElement". An Object of this Class has a Field "HandledElements" of the type "List". To know the layout of the Menues, I use XML-Files, which look like that (for example): <?xml version="1.0" encoding="utf-8" ?> <XnaContent xmlns:Generic="System.Collections.Generic"> <Asset Type="System.Collections.Generic.List[GUI.GuiWindow]"> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>MainMenu</Name> <HandledElements> <Item> <Position>100 100</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>Optionen</Name> <Caption>Optionen</Caption> </Item> </HandledElements> </Item> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>false</IsActive> <Name>Options</Name> <HandledElements> </HandledElements> </Item> </Asset> </XnaContent> As you can see, the first window has in its "HandledElements" List an Item with the Field . This is a field which only a Button has. The Problem is now: I can't deserialize this XML file, because GuiElement does not have this Field, it only has the few fields above. I thought it would know automatically which Class to use,but it doesn't. Do I really have to give my windows a list for each child class of GuiElement? Or can I do another workaround?

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Open Source Errors on Apple Cruch

    - by BluFire
    I've been looking around and I finally got the full source code called Apple-Crunch from google code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since i couldn't figure out how to import the actual folder into my workspace(it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The Errors were still there so I looked at the class files and noticed that the classes with errors extended from 'RokonActivity'. I then proceeded to add to the libs folder the rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do i fix the errors without having to manually change the code? The source code should be fully functional so why is there errors?

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • OpenGL Tessellation makes point

    - by urza57
    A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void main( void ) { vec4 position = gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * position; ecPosition = gl_ModelViewMatrix * position; ecNormal = normalize(gl_NormalMatrix * gl_Normal); } My tessellation control shader : layout(vertices = 3) out; out vec4 ecPosition3[]; in vec3 ecNormal[]; in vec4 ecPosition[]; out vec3 myNormal[]; void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; myNormal[gl_InvocationID] = ecNormal[gl_InvocationID]; ecPosition3[gl_InvocationID] = ecPosition[gl_InvocationID]; gl_TessLevelOuter[0] = float(4.0); gl_TessLevelOuter[1] = float(4.0); gl_TessLevelOuter[2] = float(4.0); gl_TessLevelInner[0] = float(4.0); } And my Tessellation Evaluation shader: layout(triangles, equal_spacing, ccw) in; in vec3 myNormal[]; in vec4 ecPosition3[]; out vec3 ecNormal; out vec4 ecPosition; void main() { float u = gl_TessCoord.x; float v = gl_TessCoord.y; float w = gl_TessCoord.z; vec3 position = vec4(gl_in[0].gl_Position.xyz * u + gl_in[1].gl_Position.xyz * v + gl_in[2].gl_Position.xyz * w ); vec3 position2 = vec4(ecPosition3[0].xyz * u + ecPosition3[1].xyz * v + ecPosition3[2].xyz * w ); vec3 normal = myNormal[0] * u + myNormal[1] * v + myNormal[2] * w ); ecNormal = normal; gl_Position = vec4(position, 1.0); ecPosition = vec4(position2, 1.0); } Thank you !

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • How is an HTML5 game sold?

    - by Bane
    (I know this site doesn't give legal advice, but what I'm dealing here with isn't anything serious at all. Also, I apologize to JP for being annoying over this.) Someone found a game I made on the Internet, and expressed interest in buying it. We agreed upon a price, and, in the meantime, I removed the game's source from the Internet, just to be sure. Now, I'm wondering what to do next. These are the terms: He gets the game's source code, and only that, without the graphics (which weren't made by me). He gets the right to develop and sell the game. I get to keep the ownership of the original game, meaning that I can use it in my portfolio when applying for jobs, for example. The game gets to stay on its original site. But I am not sure how can I legally realize this. Which license can I use?

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  • Struggling to get set up with JOGL2.0

    - by thecoshman
    I guess that Game Dev' is a more sensible place for my problem then SO. I did have JOGL1.1 set up and working, but I soon discovered that it did not support the latest OpenGL, so I started work on upgrading to JOGL2.0 it's not gone too well. Firstly, is it worth me trying to get JOGL to work, or should I just move over to LWJGL? I am fairly comfortable with OpenGL (via C++) and from what I did get working with JOGL1.1, I seem to be OK adapting to it. Assuming that I stick with JOGL, am I foolish for trying to use JOGL2.0? From what I can gather, JOGL2.0 is still in beta, but I am willing to go with it as I want to make use of the latest OpenGL I can. I have been using the Eclipse IDE and have set up a user library for JOGL, here is a screen shot of the configuration and I have added this user library to my own Eclipse project. the system variable %JOGL_HOME% points to "C:\Users\edacosh\Downloads\JOGL2.0" so that should work fine. Now, the problem I actually having, when I try to run my code, on the line GLProfile glp = GLProfile.getDefault(); The code stops with the following message... Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/jvm/JVMUtil at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1145) at DiCE.DiCE.<init>(DiCE.java:33) at App.<init>(App.java:17) at App.main(App.java:12) Caused by: java.lang.ClassNotFoundException: com.jogamp.common.jvm.JVMUtil at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 4 more I have also set my project to ensure that it is using jre6 along with jdk6, as I was having some issues. I hope I have given you enough information to be able to help me. It probably doesn't help that I am rather new to Java, been developing in C++ for ages. Thanks

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  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • SpriteFont Exception, no such character?

    - by Michal Bozydar Pawlowski
    I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the comments to customize the appearance of the font in your game, and to change the characters which are available to draw with. --> <XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics"> <Asset Type="Graphics:FontDescription"> <!-- Modify this string to change the font that will be imported. --> <FontName>Segoe UI</FontName> <!-- Size is a float value, measured in points. Modify this value to change the size of the font. --> <Size>20</Size> <!-- Spacing is a float value, measured in pixels. Modify this value to change the amount of spacing in between characters. --> <Spacing>0</Spacing> <!-- UseKerning controls the layout of the font. If this value is true, kerning information will be used when placing characters. --> <UseKerning>true</UseKerning> <!-- Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic", and "Bold, Italic", and are case sensitive. --> <Style>Regular</Style> <!-- If you uncomment this line, the default character will be substituted if you draw or measure text that contains characters which were not included in the font. --> <!-- <DefaultCharacter>*</DefaultCharacter> --> <!-- CharacterRegions control what letters are available in the font. Every character from Start to End will be built and made available for drawing. The default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin character set. The characters are ordered according to the Unicode standard. See the documentation for more information. --> <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#32;</Start> <End>&#1200;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> It has the character regions (32-1200) And I get this exception: A first chance exception of type 'System.ArgumentException' occurred in Microsoft.Xna.Framework.Graphics.ni.dll The character '?' (0x0441) is not available in this SpriteFont. If applicable, adjust the font's start and end CharacterRegions to include this character. Parameter name: character Why? I'm drawing the string like this: spriteBatch.DrawString(font24, zasadyText, zasadyTextPos, kolorCzcionki1, -0.05f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f) I even changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception -- EDIT -- Ok, I got the solution. It was a letter mistake in language. I had this: if (jezyk == "ru_RU") { font14 = Content.Load<SpriteFont>("ru_font14"); font24 = Content.Load<SpriteFont>("ru_font24"); font12 = Content.Load<SpriteFont>("ru_czcionkaFloty"); font10 = Content.Load<SpriteFont>("ru_font10"); font28 = Content.Load<SpriteFont>("ru_font28"); font20 = Content.Load<SpriteFont>("ru_font20"); } else { font14 = Content.Load<SpriteFont>("font14"); font24 = Content.Load<SpriteFont>("font24"); font12 = Content.Load<SpriteFont>("czcionkaFloty"); font10 = Content.Load<SpriteFont>("font10"); font28 = Content.Load<SpriteFont>("font28"); font20 = Content.Load<SpriteFont>("font20"); } and there should be not "ru_RU" but "ru-RU" I have no idea. I changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception

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